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  3. PATCH 0.73 RELEASED!

PATCH 0.73 RELEASED!

PATCH 0.73 RELEASED


Thank you for supporting us during early access! We've gathered some feedback and implemented some changes to the best of our capabilities. If your feedback isn't implemented, please don't think we didn't listen but rather the implementation is likely slated for a later patch instead.

Patch 0.73 is marks a significant shift in our approach and a slight change to using an "early access" version of StridesLib 1.3a. That meant that performance is improved in certain core areas which greatly impacted the game as a whole - positively. However, in order to make sure we don't cause any regression errors, we'd to test it over several days to make sure.

For starters, all patch announcements will always be in the following format:
  1. New Features
  2. Changes
  3. Bug Fixes


This is to help differentiate the issues and make it easier for you to find if your feedback has been implemented.

[h2]New Features[/h2]

  1. GFX card used is now printed alongside the version information in the main menu. This will help you ascertain if you've used the right card to play Starlight: Eye of the Storm,
  2. By right, from patch 0.73 onwards, Starlight will automatically use your best available GFX card.
  3. New assets management in the underlying engine which improves performance up to 20%.
  4. Capsules earned from kill combos will now show a string of capsules heading towards your user interface. However, the award is instantaneous still.


[h2]Changes[/h2]

  1. Standard Mass Driver explosion is now adjusted to reduce in-game convolution. (ie, too bright and blocks out everything else)
  2. Adjusted in-game UI as suggested to increase the amount of playing space. Now PRESS START and CREDITS are flushed lower.
  3. All canonical fighters are improved slightly to highlight the vulnerable spots clearly.
  4. Player fighters and all bullets are now rendered above in-game UI. That'll allow players to see more clearly. (the only exception are Micron Lasers because they always hit regardless)
  5. Adjusted end-game credits height for some credits incorrectly placed.
  6. Improved the point-to-hit effect. That means now when you hit a surface, the explosion will not go much higher/further away than the projectile that hit the surface.
  7. Combo hits and kills reward text is now the same as the combo counters, all in italics.
  8. Archangel's special powers Angelic Assimilation has been changed to always pick the weapon with the highest damage.
  9. Adjusted Stage 2 and 9 pre-boss sequence delays so that the boss fight will begin as soon as the screen is clear of enemies.
  10. Adjusted Stage 9 post-boss delay to be shorter.
  11. Adjusted all Stream Laser's impact particle to be smaller as it's causing convolution - in some cases, covering the entire target.


[h2]Bug Fixes[/h2]

  1. Fixed a small issue with all space debris where they in some cases, spin extremely quickly for no reason.
  2. Fixed a bug in the arcade tutorial where your warheads aren't return to 2 after completing the tutorial.
  3. Fixed a bug in the arcade tutorial where doing a hits or kills combo, and then cancelling the tutorial, will lead to the system rewarding the players DURING stage 1 itself.
  4. Fixed a bug where you'll have to wait quite a long time in Stage 7 after the boss is killed before the game wraps up.
  5. Fixed the hints saying the unlockable fighter Vendetta is unlocked after playing 2 hours. This is wrong. Nova is the fighter that is unlocked instead. And also, Vendetta is unlocking if you complete Arcade mode without using any continues
  6. Fixed a bug where you can see a 4th joystick being connected but the game doesn't tell you it's not supported. It is unsupported.
  7. Fixed a bug if you open the console window in main menu right after starting a new arcade game, and the game proceeds into the Fighter Selection menu, you lose all control and cannot close the console window.
  8. Fixed a bug during the arcade mode tutorial where the console window is opened and pressing a start key ie, '1' isn't blocked by the console, causing the tutorial to be skipped inadvertently.
  9. Fixed a bug where guided mines do not guide towards the hit box of the player's ship. Now they do.
  10. Fixed a bug from the announcement text potentially blocking the player's view from their ships and incoming bullets.
  11. Fixed a bug where a non-functioning depth map is produced whenever a screenshot is taken with the PRINT SCREEN key. This is a default feature separate from Steam's F12 key. No depth map is taken as it's not fully supported as of now.
  12. Fixed a bug where using a custom fighter armed with weapons that are not available for the turret ie, Main turrets, will cause the weapon shop to hang during visit. This is only possible with custom fighters. The fix has done away with the hang; you'll still not be able to find your weapon in the inventory, but you can still upgrade the weapon directly if it's available.
  13. Fixed a bug where in certain scenarios the game will NOT UNPAUSE, causing the game to totally stop functioning. This involves a sequence that includes the steam overlay and has since been fixed.
  14. Fixed a bug where if you start the game in Full-screen Windowed mode, then switch to Full-screen Exclusive mode (ie, Windowed Mode: False), then you press Alt+tab, the game doesn't allow you to switch out. It'll always attempt to auto-restore itself to the front.
  15. Fixed a bug where 2X damage bonus doesn't apply to Micron Laser Beams. This has since been fixed and also the purple nova is added wherever the beam hits to depict 2X damage.


Conclusion


As you can see, we've been extremely busy working on the game and therefore sometimes not appearing to be very active on the store page and community. We apologize for that and hope that you'll understand.

Also, there're still some outstanding issues we intend to fix or implement over time. Please understand that some issues will take an extensive amount of analysis before implementation; we simply do not implement features on a whim without considering the potential negative side-effects of it.

We thank you for the continued support and hope that you'll continue to provide feedback and suggestions on how we can improve your game.

[h2]Appeal for User Reviews[/h2]

We understand you may not want to review the game despite having enjoyed it but as developers we're in need of it so that we can bring the game further to a bigger audience. If possible, please leave a review - that's the greatest support we can get from you already!

Thank you! We hope to hear from you soon!

Jeremy